#3DXCHAT HACKS MODS#
Minecraft, FTL, Sins of a Solar Empire, Stellaris (and other Paradox games), Elder Scrolls all have varying degrees of active communities (some have aged less poorly, others are still alive and kicking - but all of them have fantastic mods that make it worth playing these games over and over). And as for modding in general, you just need to look for the right games, where it's still thriving. The big game mods have migrated to indie development through Unity - if somebody made Counter-Strike today, it would be a Unity game because the tools are so easy to use and productive compared to the old Hammer toolkit.
It's one of those cases where it's both better than its ever been and worse than it ever was, and you can write clickbait articles for both sides of that, but overall, unclouded by nostalgia glasses the answer is probably just that it's the same as it ever was. Where most AAA game engines used to make modding easy but licensing to sell mods hard, there are now entire engines (Unity, Unreal) with fairly simple, linear (as opposed to exponential or worse) license systems that allow hobbyists to build with the same tools of AAA developers and license their work for resale, growing organically with their audience size rather than being constrained to artificial limits of steep license curves. Yet for every AAA development house that can't prioritize making public versions of their in house development tools, there are games like Minecraft that are almost nothing but modding tools pretending to be games, and getting all sorts of interesting fans doing interesting things. Every generation of games development has its version of "back in my day mods were easier to make" complaint. This is one of the perennial complaints about games.